Dreadnought
Bear-Bonded | Burrowrider | Defiant
Dreadnought | Queen Bee | Rager
Tempest | Troll Slayer
Unlike many of their fellows who rely on their instincts and wits to keep them from harm, dreadnoughts have a different philosophy. Clad in the heaviest armor, these berserkers serve as mobile bulwarks, shielding their companions from harm and using their armor and the momentum it grants to fullest effect.
Leveling Charge
Starting at 3rd level, if you make a successful attack after moving at least 20 feet you can attempt to knock that creature to the ground. The target must make a Strength saving throw against your Furious Critical DC or fall prone.
At 10th level, you can use a bonus action to attempt to knock down a creature that is within your reach that you pass during your Leveling Charge.
Standing Firm
Also at 3rd level, you gain advantage on checks made to avoid being knocked prone . In addition, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll if you are wearing heavy armor.
Ever Onwards
Starting at 6th level, very little can keep you from your foes. While you are raging you ignore all movement penalties caused by difficult terrain .
In addition, while raging you gain advantage on saving throws made to resist being charmed or frightened .
Terrifying Inevitability
Beginning at 10th level, your rage exudes such an intense feeling of determination that it fills nearby foes with dread. This aura extends 10 feet from you in every direction, but not through total cover. While raging you can use a bonus action to choose one creature you can see in your aura and focus your will on it. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
A creature that successfully resists your Terrifying Inevitability is immune to its effects for 24 hours.
Rebounding Blow
Starting at 14th level, you master your armor to the extent that you can turn a foe’s momentum back upon them. While you are wearing heavy armor and a creature within 5 feet of you misses you with a weapon attack, you can use your reaction to turn the miss into a hit. You only take half damage from the attack, and your attacker takes an equal amount of damage.